Blasters suck, the movie.
This is your opinion and you're entitled to it. My opinion is that the game provides me with a certain set of tools and I'm going to use each whenever a situation arises that I can yield strong results by using it. Tool metaphors sort of allude me since I'm a vegetarian musician who's never done manual labor in his life, but I'll try. You really can't fault someone in a craftsmanship competition who's given the same choice of tools to use as everyone else in order to achieve the best results. If you can accomplish multiple things with a single item more efficiently, and it was given to you within the parameters of the project without breaking the rules, I would say you are the most clever craftsman of them all and deserve any prize you receive.
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It'd be like having a contest to see who solos a GM the best or who has the best application of -ToHit or area damage. The point being, how many varied entrances would Blaster have in many areas of competition?
For GM soloing: /mental.../mental and /mental
For debuffing and self mitigation? For area damage, yeah there'd be some varied entries. And how much else can blaster perform well at?
On the topic of abuse:
As a counter-example, the reason Traps is such a solid powerset isn't because of any one power. It's a lot of good but not singly OP powers that provide a varied toolbox allowing the character to dismantle challenges with the proper application of the tools. It's not simply "lolpoisontrap I win". |
Nor is it simply loldrain psyche I win.
Use of drain psyche on an SO build or even a modest IO build will not be enough on its own to either keep your blaster alive or floor a gm's regen rate consistently to enable said player to defeat the gm. All that's been proven with the absurd amount of influence poured into a build. Yes things like soloing a gm is "possible" but this is a special case and not to be considered a standard nor does it make drain psyche overpowered.
If anything, drain psyche is a good reason for why blaster secondaries need to be brought up to a similar level of usefulness. Maybe not in the same regard as DP but somewhat equally beneficial to someone rolling a blaster. Rather than looking at it like "oh one power is OP", lets look at what the other secondaries really bring to the playstyle of the AT.
Devices: Arguments can be made for the limited utility of a st immob, caltrops or a stealth toggle can bring but my personal opinion is powers such as trip mine don't suite the mechanics of the game. At least not anymore... *looks at 5 second cast time* Then again numerous secondaries have ST immobs. So whats devices really boasting? Nothing that makes me wanna roll one.
Elec Manip: A damage aura with a generous radius that will most likely get your blaster killed should he aggro first, a few decent melee attacks to fit character concept if you like but not necessary or particularly useful. Oh power sink, yes power sink is good but /elec is not the only secondary to have end management tools. A ST hold? Yes decent DoT but not really a game changer.
Energy Manip: Again, optional melee attacks, a sprinkle of KB and stuns in-beaded in said melee attacks and Conserve power (theres that end management i was talking about). Power boost and boost range are the real reasons you'd roll /EM.
Fire Manip: This is probably 1 of 4 secondaries I'd consider to have more useful powers outside the 1 or 2 outliers that other sets seem to have. So it gives you 1. options, and 2. powers worth taking. More aoe? combustion and FSC. CHECK. end management? consume. CHECK. Damage Aura(s)? blazing aura and hot feet. CHECK and CHECK. Oh and who doesn't like the new front loaded burn? All that being said, you can probably get enough AoE out of most of the primaries so I'll chop half this secondary up to concept/personal preference.
Ice Manip: A medium radius debuff aura on a blaster? really? please... Sub par melee attacks, a small ice patch of limited utility, a sub par version of Shiver (only 10 target max last i checked), a ST hold and a near useless melee Mag 2 sleep foot stomp clone only with no damage unlike the tanker version. Oh and a smaller radius. I move to say "buff ice manipulation" and leave DP alone.
Seriously.
Dark Manip: Soul drain on a blaster? OH GAWD. If that's not OP i don't know what is. Nevertheless, I'm a fan. Smite and MG? Finally some melee attacks worth taking. Dark consumption, again more end management and with damage to boot. A short radius damage aura? Well at least skipping this makes room for more powers you might not have room for if you chose another secondary, and dark pit. A mag 2 stun is gonna split people down the middle on whether to take it, but at only a 60 sec recharge and a 20 ft radius, if you have something to stack it with, this is a decent pick. Over all /DM is decent.
and finally Mental Manip: Really what does this bring? a cone, a generous 15 foot PBAOE with moderate damage and drain psyche. Everything else is already provided by other secondaries in a slightly different fashion.
So... basically, EM has boost range and power.
DM has soul drain and some actually worth while melee attacks.
Elec has power sink and some equally hard hiting melee attacks.
Fire has more AoE than you probably need and some end management.
That leaves Ice and Devices damn near the bottom at least IMO. So maybe lets draw attention away from a power that's worth taking and let's bring these sets up to par cause honestly why would you choose either outside of concept?
This is your opinion and you're entitled to it. My opinion is that the game provides me with a certain set of tools and I'm going to use each whenever a situation arises that I can yield strong results by using it. Tool metaphors sort of allude me since I'm a vegetarian musician who's never done manual labor in his life, but I'll try. You really can't fault someone in a craftsmanship competition who's given the same choice of tools to use as everyone else in order to achieve the best results. If you can accomplish multiple things with a single item more efficiently, and it was given to you within the parameters of the project without breaking the rules, I would say you are the most clever craftsman of them all and deserve any prize you receive.
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But game design relies on restriction of power for game balance, which contributes to enjoyment of the game. The reason we don't get I Win buttons in game is because it's not fun. Push the button, the game is over. Hell, RL craftmanship is the same way: you don't necessarily create simply in order to have the result, you create to have the satisfaction of knowing you made that thing. Pressing a button and having a hit song in MP3 pop up doesn't confer any artistry on you; all you did was push a button.
So it is in the game. If you can hit Drain Psyche when it's recharged, then do what-the-hell-ever and still win, how can you claim any skill on your part? You didn't do jack except push the button.
Now granted, a lot of the skill in the high-end game comes from being able to accumulate and properly slot IOs, and DP isn't necessarily all that incredible without them. But that's one facet of player skill; being able to apply powers when needed is another. And I Win buttons just don't take any skill and aren't good for the game.
De minimis non curat Lex Luthor.
New post for a new thought:
The thing is, I don't even disagree. I'd like the rest of the AT to be at Mental's level of usefulness, though I would like Mental's toolbox to be a bit more varied than lolDP. I just disagree rather vehemently with THB on the way to do that.
De minimis non curat Lex Luthor.
Now granted, a lot of the skill in the high-end game comes from being able to accumulate and ---->PROPERLY SLOT IO's<------, and DP isn't necessarily all that incredible without them. But that's one facet of player skill; being able to apply powers when needed is another. And I Win buttons just don't take any skill and aren't good for the game.
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Not to mention this thread was supposed to be a place for people to share blaster feats wasn't it? Not lets beat the OP into submission until he thinks we're right or we prove his opinion from another thread wrong.
Perhaps Psychic Shockwave IS good (and it is!), but we all know the MAIN draw is most definitely the sheer power of Drain Psyche compared to every other power the other secondaries, and Mental, offers. ;P
I am not 'thin skinned' so much as to not be able to take jabbing, I simply just have zero tolerance for it. The difference is that; zero tolerance versus not being able to take it. If I want to improve as a person, I have to stand against what others scorned me for. If we can't be professional in a discussion like this, then what's the point? Regardless, acknowledged. Apologies for assuming you were being a derp. |
What I did like about Mental myself was just the added AOE it gave to non weapon sets, on weapon sets I tend to stick with just the PBAOE.
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But game design relies on restriction of power for game balance, which contributes to enjoyment of the game. The reason we don't get I Win buttons in game is because it's not fun. Push the button, the game is over. Hell, RL craftmanship is the same way: you don't necessarily create simply in order to have the result, you create to have the satisfaction of knowing you made that thing. Pressing a button and having a hit song in MP3 pop up doesn't confer any artistry on you; all you did was push a button.
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And the list continues to continue.
The point is that I don't just make alts like some people do. When I make an alt, I make the hell out of it. What I've invested into my Blaster is in no way contingent upon simply hitting an "I Win" button and accomplishing something. I put a great amount of effort into my characters, and in this case spend over 20 billion influence on them before they even exist, plus all the other countless investments of time, effort, and research I've already mentioned. Wanna know what the worst part is!? It's the badges! I have this overwhelming need to collect freaking BADGES on him now, after all of this. And I'm not even done with his Incarnate powers yet!
Hey, great, you're awesome.
Doesn't mean Blasters are fine.
De minimis non curat Lex Luthor.
Aww man. Not this again. I really thought we got past this. Now I have to quote myself some more.
By the way, for anyone who thinks PVP is dead in this game, you obviously don't know about the hardcore "Forum PVP" crowd.
I've been re-reading this thread and in hindsight I feel I owe quite a few of you an apology. I lashed out and got snarky because I don't like things I put time into being dismissed or written off like they're nothing. Now that I'm thinking about it, I probably got the reaction I did because of how I've presented my views. I think a lot of people have misunderstood how I feel about Blasters, and rightfully so. I haven't done a good job of being clear and it's lead to a series of misunderstandings, so let me take a minute to clarify. 1.) I don't think that other Blaster sets should have to suffer because Mental is so powerful. I just feel that Mental sets a good standard for how other sets should be performing. In my last post I highlighted several theoretical steps that could be taken to help with this issue. 2.) I don't think Drain Psyche is exploitative or not WAI, given the power description: The idea that Drain Psyche is exploitative and only meant as a +Regen power and not a -Regen power is easily dismissed by the in game power description. I feel that the combination of these two attributes is a good recipe of "just the right amount of power" and similar steps should be taken to improve other Blaster secondaries. 3.) I'm sorry for being rude and snippy. |
I've been trying to think of things that would also raise the average though, such as my idea of including Triage beacon and Acid Trap in Devices (or a variation self affecting hybrid of the two using appropriate scales.) I see what you're saying, but applying these would raise the average along with the highest possible options for all Blaster sets.
See, I can't speak much for Blaster performance aside from the high end- I don't generally spend a lot of time playing the lower level game and I had my Blaster's 20 billion build waiting in my base for him before I even made him. Since as of right now in all fairness I'm not very qualified to speak about the level up process and the impact of what Blasters give up vs. what they gain for it (that is the purpose of my experiment in the Blaster forums) I don't think it'd be fair for me to try and comment on it decisively, since all I have to go on is undocumented personal experiences that I only really vaguely recall. See, this can be applied to other things also and is not just a Blaster issue: Dominators don't truly shine until they get perma-dom. Super Strength is a fairly weak set with no AOE's until it gets Footstomp, whereas Claws has Spin almost out of the box. This means that Super Strength can be more challenging to level, but the question becomes whether or not it's worth the tradeoff of the eventual performance- I am a fan of setting goals with my characters and working towards those goals, though I can understand others not feeling this way. Anyways, it'd be the same for Blasters on an AT wide level if the idea I've presented was implemented. I'm not disputing that it probably wouldn't be as time-effective, but I am a fan of spending more time for what I feel would be a more appropriate resolution. |
There are better examples of my "campaign to buff blaster secondaries to the standard set by /Mental" throughout this thread, agreeing with the notion that all blasters are not fine due to other secondaries underperforming and /Mental Blasters performing at a comparable rate to melee damage AT's. It's way more than that, I've had to repeat this sentiment about a thousand times by now, and I'm just getting really tired of it while trying to keep my cool and not be disrespectful to anyone....
All that being said, please read my freaking posts going forward before you make the same might-as-well-be copypasta assumption made in the post I'm quoting at the top of this rant. Please, please. I don't want to have to repeat myself anymore.
Congrats Arcana, that's pretty awesome. I'm very tempted to dust off my Fire/Mental now just to compete with your times. >.> Someone in the Pylon forum who I helped out already recently ran my Fire/Ment build (though they made modifications that i can't vouch for) and got a pretty decent time, but I don't remember what it was. I'm really tempted to try my own build out for myself now, but I already have so much COH crap to do that his submission might have to do for now.
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Now going to go see Hunger Games.
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All that being said, please read my freaking posts going forward before you make the same might-as-well-be copypasta assumption made in the post I'm quoting at the top of this rant. Please, please. I don't want to have to repeat myself anymore.
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aaaaaaaaa
aaaaaaaaa
*breathe*
aaaaaaaaaay too much of yourself in the argument. We're talking about Blasters, not you, and I really wish folks hadn't let you derail the conversation for so long by talking about yourself so much.
And yes, I know you've apologized for your earlier behavior. That's fine. Your approach to the conversation is still narrow.
De minimis non curat Lex Luthor.
Elec Manip: A damage aura with a generous radius that will most likely get your blaster killed should he aggro first, a few decent melee attacks to fit character concept if you like but not necessary or particularly useful. Oh power sink, yes power sink is good but /elec is not the only secondary to have end management tools. A ST hold? Yes decent DoT but not really a game changer.
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Fire/Elec is the single most highest DAMAGING (Aka ignoring the benefits of -Regen) combination for a Blaster.
Your very last sentence makes me shake my head, because you just sort of posted and bashed probably it's best power.
Dude, I know what your position is. You think they need a buff, but you're hilariously misguided on proper game design. You also invest waaaaaaaaaaaaa
aaaaaaaaa aaaaaaaaa *breathe* aaaaaaaaaay too much of yourself in the argument. We're talking about Blasters, not you, and I really wish folks hadn't let you derail the conversation for so long by talking about yourself so much. And yes, I know you've apologized for your earlier behavior. That's fine. Your approach to the conversation is still narrow. |
not really a matter of repeating myself, but your last statement was:
Hey, great, you're awesome. Doesn't mean Blasters are fine. |
If you're aware of my position, shouldn't you know that I'm not using my personal accomplishments to justify Blasters being fine? I was replying to this statement because it carried an undertone of implication, which was that of me saying that my accomplishments= Blasters are fine. Now, I can totally understand why people might think that was my position based on my earlier reactions in this thread which is why I quoted the apology. If you're already aware of my clarified-since-then position, I guess I just don't understand what you're trying to say here.
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De minimis non curat Lex Luthor.
This is stealing from my AE time (and its been a busy weekend so far)
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but I squeezed in one very ugly pylon run. I'm apparently out of practice on pylons and also really need to get with slotting those KB protection IOs. Still, ugly and all, here it is, if you want something to compare to. In the future, not getting hit in the face first and maybe toggling on resistance toggles from the start would be better, but I get about 3:27 or 207 seconds from my first activation of PA to when she goes boom, which is an effective 313 dps (~128 from -regen, 185 from actual damage). With a little practice tuning it looks like I could eventually turn in a sub-3min time, but that might be close to the limit with my current build. |
I'm willing to concede Fire/Dark possibly being superior, as even a permanent +50% Damage is hard to ignore as 'powerful'. But that does beg the question why people feel /Dark is weak. Maybe because it promotes Blapping?
Fire/Dark might edge out in damage, it'd have to be tested, but it can't challenge Elecs Perma Endurance.
Doesn't mean squat unless saturated. Didn't you go on about Drain Psyche being poor outside of -Regen with out saturation?
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I'm willing to concede Fire/Dark possibly being superior, as even a permanent +50% Damage is hard to ignore as 'powerful'. But that does beg the question why people feel /Dark is weak. Maybe because it promotes Blapping? Fire/Dark might edge out in damage, it'd have to be tested, but it can't challenge Elecs Perma Endurance. |
Basically if that extra AOE goodness from Soul Drain is worth those sacrifices to make an ultimate AOE Blaster, assuming you can afford to invest enough to keep yourself alive, go Arch/Dark but for a more well rounded performance it's Arch/Ment all the way.
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Nice job soloing a GM on a blaster. Inspired me to try doing the same with my Illu/Cold/Ice, got one down in 3:48, or 228 seconds.
I do believe blasters do need some work, currently I just don't see any reason to roll a blaster instead of a corruptor or any other archetype. Mental is good, but even fully IO'd it doesn't do anything another character planned with similar goals and hefty investments could do.
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Very impressive THB. Soloing a GM on a blaster is something to be proud of.
The point we're all trying to make though, is any build can be uber with 2 billion pumped into it.
The point is, you shouldn't have to resort to fantasy builds, and face facts, this build was a long time project even for you and thus a 'fantasy' for most players, just to get the AT up to par.
I'm not even worried about the whole Drain Psyche issue, as that is just a tool in your arsenal.
The ultimate point is, Blasters shouldn't have to wait til endgame, incarnate powers and 2 billion builds just to finally start living up to their design.
No other AT is required to jump that many hoops just to be stable.
In the start, it made sense for Blasters to pay such a hefty price for their damage potential. That is no longer true though.
Just because you can build a single outlier doesn't diminish that fact.
I understand that you view this as a dedication issue foremost. That if we'd only put the time and effort into the characters that you do, we'd never have all these complaints. I also know that you are smart enough to not truly be that arrogant, as you've shown by apologizing for getting heated.
Just try to see the other side of the coin, the side that is chock full of players that will never see 2 billion inf ever, let alone that they could spend on one toon. Realize that they deserve to have a competitive and reasonable AT just as much as the more dedicated like yourself.
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Out of curiosity does AE in this case stand for something other than Architect Entertainment? >.>
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I'm also spending a bit more time fleshing out the thing to have a coherent story and all the important blanks filled out, which challenge arcs don't really need but I could use the practice.
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That's Blaze, that's Rain of Arrows, that's Drain Psyche. Really, Fire Blast players should not be trying to get their recharge to where they can just spam Blaze; ideally there should be some kind of chain. Rain of Arrows should not be so good that it's worth using on a single enemy. Drain Psyche should not be so good that it can singlehandedly floor your enemy's regen and spike your own to where you could kill a GM with Brawl if you chose. Complex or difficult situations call for multiple tools, and being able to break it apart with just one is kind of OP.